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Action group editor and viewer


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Especially with the new robotics dlc coming out, it would be a HUGE QOL upgrade to be able to view action groups while out of the VAB, and even bigger deal if you could also change them on the fly. 

 

Is that hard to do with the current game code? I think this would be so worth it. 

And honestly it could really kill your craft if you can't edit action groups with these new robotics. If you do it wrong it'll probably break the craft.

Edited by schwank
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46 minutes ago, schwank said:

Is that hard to do with the current game code?

Action Groups Extended managed to pull it off, but the interface is a little messy (which is understandable, given the limited resources that mods have to work with). I'm fairly certain that Squad could do this and integrate it into the UI in a much cleaner way. Would be very nice to have, in my opinion. 

 

Edit: Correction. AGE works, but I've been using Action Group Manager, which has the interaction through the PAW that I'm not a fan of. However, it looks like there is a dedicated window for it to, so I guess I just need to look deeper into how to properly use it.

 

Edited by TBenz
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Just now, Geonovast said:

I highly doubt the new robotics will be controlled with action groups.  That would be a nightmare and basically make them unusable.

We do know there is a sequencer:

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The KAL-1000 controller can sequence the actions of all the robotics parts, and a number of other fields.  Its gives you access to a powerful track editor tool to let you set up how parts will behave over time. Using the controller, you can set up complex cranes, walking craft, disco lighting or whatever your heart desires.

 

However, Squad is adding some new features to the action groups, and from what they have said this was primarily driven to better support the robotics:

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Additionally, we’re adding two extensions to our action group system. The first one adds another type of action group for controls that let you bind input controls to fields - an axis group. The second adds Action Sets, which allow you to enable or disable sets of axis or action groups.  

This extends what you can do with a limited number of keys, letting you put your craft into different modes of operation.  You can even override the base controls with the action set feature, further fine tuning the interface between you and your craft. We developed these extensions to give players more options to control their robotics, but it certainly will be useful for stock and modded players as well.

 

It sounds to me like the sequencer will be able to run one or more preset series of commands, but you will need to use the action and axis groups (or perhaps the PAW) if you want to exert manual control over which sequence(s) to run.

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2 hours ago, Gargamel said:

Along with an inflight editor, why don't they add Shift 1-0, Ctrl 1-0, alt 1-0, etc to the AG.   That'd give us 40 or so AG's right off the bat.... unless I'm missing something?

I'm not sure about Alt, but Shift and Ctrl are used to control throttle, so they can't be used for action groups.  I think Alt might be used for trim, so it could work with action groups.

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5 hours ago, Gargamel said:

Along with an inflight editor, why don't they add Shift 1-0, Ctrl 1-0, alt 1-0, etc to the AG.   That'd give us 40 or so AG's right off the bat.... unless I'm missing something?

3 hours ago, razark said:

I'm not sure about Alt, but Shift and Ctrl are used to control throttle, so they can't be used for action groups.  I think Alt might be used for trim, so it could work with action groups.

1 hour ago, StrandedonEarth said:

I always hated that, tabbing through the planets, tab once too far, so use shift-tab to go back.... ACK! The engine is running!

The "action sets" sounds like it will fix that problem.

Quote

 The second adds Action Sets, which allow you to enable or disable sets of axis or action groups.  

This extends what you can do with a limited number of keys, letting you put your craft into different modes of operation.  You can even override the base controls with the action set feature, further fine tuning the interface between you and your craft.

I believe that means that you will be able to set up multiple different control setups with their own action groups through "action sets", and even disable the functionality of controls like Shift and Ctrl.

 

And for anyone who hasn't read the Breaking Grounds KSP Loading... article yet, the action sets will be part of the base game and not the DLC, so everyone is going to be getting that. (Well, everyone but console players, sorry guys).

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11 hours ago, razark said:

I'm not sure about Alt, but Shift and Ctrl are used to control throttle, so they can't be used for action groups.  I think Alt might be used for trim, so it could work with action groups.

I knew there was a reason, I just couldn't think of it while being blinded from my flash of genius. 

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I would much rather see an implementation like AGEx, where you have on-screen labeled clickables instead of just giving us more buttons.

This would be especially helpful once the feature trickles down to console.

Edited by Geonovast
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